Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J)

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> After Action Reports >> RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J) Page: <<   < prev  18 19 [20] 21 22   next >   >>
Login
Message << Older Topic   Newer Topic >>
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 1:08:44 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lowpe

I wouldn't sweat the industry, China doesn't make enough to support large scale fighting anyhow and you will want the industry as you sweep forward yourself.


I doubt I'll ever be able to fight in China the way the Burma campaign is going. No supply, no Chinese horde.


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 571
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 1:33:04 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
July 2/44:

Bummer!

Allied sweeps lay a good old beat down on Japanese fighters today, but an Australian Mitchell II squadron gets slaughtered in return. A sweep of Wessel Islands was ordered, but the timing was off. The bombers flew in the morning while the sweep didn't show up until the afternoon. I really need to be more disciplined, because I am getting burnt too often by sweeps that don't fly before the bombers. I try to tell myself to sweep, then bomb, but I continue to assign both missions on the same day. No one to blame but myself when I know this will happen.

However, it was encouraging to see Erik's low CAP and LRCAP get crushed for a change. AAR's follow:

--------------------------------------------------------------------------------
Morning Air attack on Pisanuloke , at 58,57

Weather in hex: Partial cloud

Raid spotted at 25 NM, estimated altitude 35,000 feet.
Estimated time to target is 6 minutes

Japanese aircraft
Ki-43-IIIa Oscar x 44
Ki-45 KAIa Nick x 11
Ki-100-I Tony x 10

Allied aircraft
P-51B Mustang x 20

Japanese aircraft losses
Ki-43-IIIa Oscar: 4 destroyed
Ki-100-I Tony: 2 destroyed

Allied aircraft losses
P-51B Mustang: 3 destroyed

Aircraft Attacking:
4 x P-51B Mustang sweeping at 31000 feet *

CAP engaged:
31st Sentai with Ki-43-IIIa Oscar (0 airborne, 18 on standby, 18 scrambling)
8 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000
Time for all group planes to reach interception is 26 minutes
45th Sentai with Ki-45 KAIa Nick (0 airborne, 8 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 7000
Time for all group planes to reach interception is 17 minutes
71st I.F.Chutai with Ki-100-I Tony (0 airborne, 7 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000
Time for all group planes to reach interception is 9 minutes

--------------------------------------------------------------------------------
Morning Air attack on Aitape , at 95,118

Weather in hex: Overcast

Raid detected at 33 NM, estimated altitude 33,000 feet.
Estimated time to target is 12 minutes

Japanese aircraft
A6M8 Zero x 7
N1K2-J George x 28

Allied aircraft
F4U-1A Corsair x 34

Japanese aircraft losses
A6M8 Zero: 4 destroyed
N1K2-J George: 11 destroyed

Allied aircraft losses
F4U-1A Corsair: 3 destroyed

CAP engaged:
331 Ku S-1 with A6M8 Zero (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 7 being recalled, 0 out of immediate contact.
Group patrol altitude is 7000 , scrambling fighters between 0 and 7000.
Time for all group planes to reach interception is 2 minutes
Ryuho-1 with N1K2-J George (28 airborne, 0 on standby, 0 scrambling)
28 plane(s) intercepting now.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead

--------------------------------------------------------------------------------
Morning Air attack on 6th Indpt SNLF Coy , at 83,126 (Wessel Islands)

Weather in hex: Thunderstorms

Raid spotted at 8 NM, estimated altitude 7,000 feet.
Estimated time to target is 2 minutes

Japanese aircraft
A6M5 Zero x 4
A6M5b Zero x 5
Ki-43-IIIa Oscar x 10
Ki-84a Frank x 7

Allied aircraft
Mitchell II x 15

No Japanese losses

Allied aircraft losses
Mitchell II: 10 destroyed, 1 damaged

Aircraft Attacking:
1 x Mitchell II bombing from 6000 feet
Ground Attack: 6 x 500 lb GP Bomb

CAP engaged:
S-305 Hikotai with A6M5 Zero (4 airborne, 0 on standby, 0 scrambling)
4 plane(s) intercepting now.
Group patrol altitude is 7000 , scrambling fighters between 0 and 7000.
Raid is overhead
Ominato Ku S-1 with A6M5b Zero (5 airborne, 0 on standby, 0 scrambling)
5 plane(s) intercepting now.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead
19th Sentai with Ki-84a Frank (7 airborne, 0 on standby, 0 scrambling)
7 plane(s) intercepting now.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead
26th Sentai with Ki-43-IIIa Oscar (10 airborne, 0 on standby, 0 scrambling)
10 plane(s) intercepting now.
Group patrol altitude is 5000 , scrambling fighters between 0 and 5000.
Raid is overhead

--------------------------------------------------------------------------------
Morning Air attack on 6th Indpt SNLF Coy , at 83,126 (Wessel Islands)

Weather in hex: Thunderstorms

Raid spotted at 19 NM, estimated altitude 10,000 feet.
Estimated time to target is 5 minutes

Japanese aircraft
A6M5 Zero x 1
A6M5b Zero x 1
Ki-43-IIIa Oscar x 2
Ki-84a Frank x 3

Allied aircraft
Mitchell II x 16

No Japanese losses

Allied aircraft losses
Mitchell II: 4 destroyed, 2 damaged

Aircraft Attacking:
11 x Mitchell II bombing from 8000 feet
Ground Attack: 6 x 500 lb GP Bomb

CAP engaged:
S-305 Hikotai with A6M5 Zero (0 airborne, 0 on standby, 0 scrambling)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 7000 , scrambling fighters to 6000.
Time for all group planes to reach interception is 29 minutes
Ominato Ku S-1 with A6M5b Zero (0 airborne, 0 on standby, 0 scrambling)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters to 6000.
Time for all group planes to reach interception is 189 minutes
19th Sentai with Ki-84a Frank (0 airborne, 0 on standby, 0 scrambling)
3 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters to 6000.
Time for all group planes to reach interception is 34 minutes
26th Sentai with Ki-43-IIIa Oscar (0 airborne, 0 on standby, 0 scrambling)
2 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000 , scrambling fighters to 6000.
Time for all group planes to reach interception is 139 minutes

--------------------------------------------------------------------------------
Morning Air attack on Pisanuloke , at 58,57

Weather in hex: Partial cloud

Raid spotted at 39 NM, estimated altitude 34,000 feet.
Estimated time to target is 10 minutes

Japanese aircraft
Ki-43-IIIa Oscar x 22
Ki-45 KAIa Nick x 9
Ki-100-I Tony x 6

Allied aircraft
P-51B Mustang x 26

Japanese aircraft losses
Ki-43-IIIa Oscar: 1 destroyed
Ki-45 KAIa Nick: 1 destroyed
Ki-100-I Tony: 2 destroyed

No Allied losses

Aircraft Attacking:
1 x P-51B Mustang sweeping at 31000 feet *

CAP engaged:
45th Sentai with Ki-45 KAIa Nick (0 airborne, 0 on standby, 9 scrambling)
Group patrol altitude is 7000 , scrambling fighters between 8000 and 15000.
Time for all group planes to reach interception is 10 minutes
31st Sentai with Ki-43-IIIa Oscar (0 airborne, 0 on standby, 16 scrambling)
5 plane(s) not yet engaged, 1 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000 , scrambling fighters between 5000 and 14000.
Time for all group planes to reach interception is 55 minutes
71st I.F.Chutai with Ki-100-I Tony (0 airborne, 0 on standby, 5 scrambling)
1 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 8000 and 9000.
Time for all group planes to reach interception is 10 minutes

--------------------------------------------------------------------------------
Afternoon Air attack on Wessel Islands , at 83,126

Weather in hex: Light cloud

Raid spotted at 4 NM, estimated altitude 34,000 feet.
Estimated time to target is 1 minutes

Japanese aircraft
A6M5 Zero x 4
A6M5b Zero x 4
Ki-43-IIIa Oscar x 8
Ki-84a Frank x 6

Allied aircraft
F4U-1A Corsair x 15

Japanese aircraft losses
A6M5 Zero: 1 destroyed
A6M5b Zero: 2 destroyed
Ki-43-IIIa Oscar: 5 destroyed
Ki-84a Frank: 1 destroyed

No Allied losses

CAP engaged:
S-305 Hikotai with A6M5 Zero (4 airborne, 0 on standby, 0 scrambling)
4 plane(s) intercepting now.
Group patrol altitude is 7000 , scrambling fighters between 0 and 7000.
Raid is overhead
Ominato Ku S-1 with A6M5b Zero (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 4 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead
19th Sentai with Ki-84a Frank (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 6 being recalled, 0 out of immediate contact.
Group patrol altitude is 9000 , scrambling fighters between 0 and 9000.
Raid is overhead
26th Sentai with Ki-43-IIIa Oscar (0 airborne, 0 on standby, 0 scrambling)
0 plane(s) not yet engaged, 8 being recalled, 0 out of immediate contact.
Group patrol altitude is 5000 , scrambling fighters between 0 and 5000.
Raid is overhead

At least the Corsair sweep of Wessel Islands encountered a decent sized LRCAP to wipe out.

On the day I lose 21 Mitchell II's (Oucho!).

Fighter losses amount to 7 Corsairs and 7 P-51B's. Japanese losses are listed at:

27 George
17 Oscar
9 Tony
15 Zero
4 Nick
3 Frank

Take away the bomber losses and it was a super day against Japanese low CAP. Now if I can only keep it up and avoid making the dumb mistakes that pad Erik's stats. I've stood everybody down tomorrow, as I expect Erik to set high CAP, but I'm not sure how I want to counter that yet.

As per our discussion, we are now playing with no altitude restrictions. I still plan on sweeping at 31k until I encounter changes in Erik's CAP settings. It's too early to get excited, but I'm starting to win some battles against the low CAP. There will continue to be bad days, but I'm starting to apply different tactics that seem to be working better. Of course, I'm still an idiot for ordering bombing missions when I sweep. I'm working on that.

It will be time to post a screenshot of Burma. My army will reach the hex northeast of Toungoo tomorrow. Then the advance towards Taung Gyi with more movement ticks to try and sow confusion to my real intentions. Erik has massively reinforced Toungoo and SigInt reports more units being deployed to Burma daily.

Allied preparations for the Central Pacific continue. The stage is being set for titanic Allied amphibious and naval operations within a few months. Can I finally get to KB is the question...and survive this time.

< Message edited by SqzMyLemon -- 2/14/2017 3:27:01 AM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 572
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 5:37:08 AM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline

quote:

ORIGINAL: SqzMyLemon

quote:

ORIGINAL: Lowpe

I wouldn't sweat the industry, China doesn't make enough to support large scale fighting anyhow and you will want the industry as you sweep forward yourself.


I doubt I'll ever be able to fight in China the way the Burma campaign is going. No supply, no Chinese horde.



As the Allies, I think you should bomb it. If you're advancing in China, you're most likely at a point in the game where you're able to support it logistically - either from the periodic overland shipments (there's no limit on how much can move up from Indochina, for example) or by sea.

As Japan, I think you should bomb the LCUs, barring a few special circumstances (a turtle at Chungking that you want to eliminate, for example).

(in reply to SqzMyLemon)
Post #: 573
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 1:45:52 PM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline
I think the Japanese are misusing the Nicks and the George. I would look to pound that group more if you can.

No escorts for those bombers? Or long range CAP? I know you are the Allies, but I would try to get some escorts or LRCAP or both on all non 4E bomber attacks.

I would also look to use a bomber squadron against the airfields. Combined operations. Bombing can really lower the fighter pilot's morale. What is your largest bomber squadron available?

You will get to China...Burma is always tough until it absolutely collapses. Jocke capture 20+ divisions there, and I bet the Japanese will retreat very quickly once you punch thru somewhere.

(in reply to Lokasenna)
Post #: 574
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 2:19:10 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lokasenna

As the Allies, I think you should bomb it. If you're advancing in China, you're most likely at a point in the game where you're able to support it logistically - either from the periodic overland shipments (there's no limit on how much can move up from Indochina, for example) or by sea.


I'd like to bomb it too, but I can't. Pre-existing HR of no Allied strategic bombing in China for the duration.


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lokasenna)
Post #: 575
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 2:36:49 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lowpe

No escorts for those bombers? Or long range CAP? I know you are the Allies, but I would try to get some escorts or LRCAP or both on all non 4E bomber attacks.

I would also look to use a bomber squadron against the airfields. Combined operations. Bombing can really lower the fighter pilot's morale. What is your largest bomber squadron available?


Combined operations against major targets are out for me right now. Every large raid I've tried has been a disaster. Sweeps don't fly, escorts are assigned stupidly by the AI and I end up losing 50+ 4E's, because over half my bombers are sent in by individual squadrons only to get wiped out.

Right now I am sweeping...period. I am bombing smaller, lightly defended targets though. One bomber group with escorts. I know it's how the game works, but I refuse to risk losing large numbers of escorts and bombers with a combined arms approach right now.

There were no escorts for those bombers, because if the sweep had flown first I wouldn't have lost 20 bombers. However, you are right that I need to assign escorts. I need to play smarter because frankly, Erik isn't doing anything spectacular, he's just capitalizing from CAP against bomber forces at a tactical disadvantage, because of how the AI is committing my forces. I need to do everything I can to prevent both the AI and Erik from beating me, and that means better decision making and orders on my part, to compensate for the AI setting my bomber forces up for slaughter continually. For example, I don't need to be bombing Wessel Islands at all right now. I should have just waited until after I neutralize Darwin, then there won't be any Japanese LRCAP to worry about in the first place. Erik can have his day and pat himself on the back for nailing 20 2E's. If my sweep had flown first (being only 3 hexes away, or if weather played a role), it would have been a different outcome. I knew there would be LRCAP this turn, so I assigned a sweep. I should have also stood down the bombers though, or as mentioned assigned an escort.

< Message edited by SqzMyLemon -- 2/14/2017 2:57:51 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 576
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 3:12:44 PM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline
Lets try to figure out why the sweep didn't fly over Wessel:

Supplies?
Weather?
Recently transferred fighter squadron?
Morale?
Leadership?
AV support?
Runway stacking?
Air HQ in range and their leadership?
Plane fatigue?
Recon over Wessel?
Squadron leadership and experience?

Normally I can figure it out.

I wasn't suggesting doing huge bombing attacks. Merely using a squadron of bombers at say 30K escorted by a squadron of fighters from the same base at 30K and some LRCAP there too. make them four engine bombers.

My experience is that if you fly sweeps one day, and the squadron is below 15 fatigue and morale is good, they will fly again the second day. Assign 10% to rest so you aren't flying damaged/fatigued planes pilots.

I would also, double checking your HR, fly a night raid with one squadron of four engines. Do it once and then rest. Start pressuring him to eat up precious runway space with NF. If you are going slowly, wait for the night airfield attack and then sweep the following day and stand down the night bombers.

Really a lot of the tactics depend upon the where the airfield is: island, land locked, or rail runway.

Try a deep port raid or airfield at night or if not defended during the day. I don't know what is in range...but you do have some really long legged beasties, especially the British. Get him to start stretching his fighters.

Also, if you are bombing an island and you can do it, put a sub there to catch downed pilots.

Just thinking out loud, and I definitely agree you should be sweeping wherever you can favorably especially against LRCAP.

(in reply to SqzMyLemon)
Post #: 577
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 4:53:16 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
It's all good Lowpe.

It really comes down to Erik getting lucky last turn. The sweeps did fly, but in the afternoon. I suspect poor weather at the originating base (Groote) was the culprit. The bombers were flying from Mornington Island.

I just need to reassess my operations and avoid unnecessary missions. When I do commit to a mission, do just that, commit all that is necessary for a successful outcome.

I'll be stepping up bomber raids all over the map. I will avoid heavily capped targets and focus on missions against lightly defended targets. Missions against heavy CAP and AA just don't justify the losses.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 578
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 4:55:02 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
Also don't be afraid to try sweeping nearby bases, even dot bases, and trying to pull leaky CAP over to get slaughtered.

(in reply to Lowpe)
Post #: 579
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 5:16:08 PM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline

quote:

ORIGINAL: Lokasenna

Also don't be afraid to try sweeping nearby bases, even dot bases, and trying to pull leaky CAP over to get slaughtered.


A great tactic when it works. It can also pull leaky LRCAP off base, too.



(in reply to Lokasenna)
Post #: 580
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 7:32:58 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lowpe

quote:

ORIGINAL: Lokasenna

Also don't be afraid to try sweeping nearby bases, even dot bases, and trying to pull leaky CAP over to get slaughtered.


A great tactic when it works. It can also pull leaky LRCAP off base, too.


We are both pretty careful with our CAP. We got each other once or twice, but since then CAP is usually set to 0 range. LRCAP is a different story, but it appears we both do as much as we can to set LRCAP to a specific target at range 0. It gets tricky when you attempt naval air strikes though, no target means sometimes your CAP gets pulled where you don't want it.

< Message edited by SqzMyLemon -- 2/14/2017 7:44:00 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 581
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/14/2017 7:43:03 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
I'm looking forward to the turn. I'm curious to see how Erik reacts when he sees my army northeast of Toungoo. I will then set four directions for movement, including the direction I just came from, and hope to see my target hex not reinforced.

Groote and Gove are now level 6 and 2 airbases, respectively. It's time to hammer Darwin's airbase and make it look like I'm going for a second amphibious landing against the base. I don't need to. I've kept my land troops from contesting Darwin to avoid Japanese naval bombardments. Supply is low, too low for air operations, but the ground forces are in supply. I'm able to get supply to Groote and Gove, so they will be my primary airbases to contest the skies over Darwin.

I'm sending a large fleet supported by my carriers to escort large supply task forces bound for Ponape. An empty amphibious task force will pick up the U.S. 98th Division for redeployment. After the operation, Ponape will have almost 100k supply and be self sufficient for awhile.

It appears Hollandia is being evacuated. Troop levels are down substantially. I'm still trying to get night intercepts of Japanese transports, but still no joy.

Next amphibious operation for me is Vanimo, then I'll reinforce and march overland with the divisions I had meant for Truk to take Hollandia. I will not be invading Truk any time soon.

< Message edited by SqzMyLemon -- 2/14/2017 7:44:58 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 582
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/15/2017 1:07:51 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
Well bugger it.

My movement in Burma did not go as expected. The turn all my units should have arrived in the hex northeast of toungoo did not work.

All units were ordered to follow the Australian 9th Division in reserve move mode. With 44/45 miles completed the turn before I thought I was set. However, all the artillery, AA, Eng, HQ and infantry units moved correctly into the hex. The Australian 9th Division did not and changed direction to the northeast to move along the major road toward Magwe, taking all the armour units with it. They moved 2 miles.

I've posted in the tech forum and I hope Michaelm can help. I know this sometimes happens with the game indicating a move and then it enters a hex not intended by the player. However, I have never seen where the lead unit does not enter the intended hex and takes only armour units in a new direction while the infantry units complete the move correctly, but no longer following the lead unit.

I've asked Erik for a delay until the issue can be examined. This might have just ruined my entire plans for Burma. I'm hoping reserve mode had something to do with it and maybe if changed to combat mode all the units will move properly. I'm trying not to over-react here, but this has always been an issue with the routine overriding a players wishes. In no way should the AI have been programmed to do what it thought best or take the easiest route in terms of movement points expenditure. It never makes sense what it does and is more harmful to the game than had it been left completely out. I never wanted to move along a major road, I wanted to go through the woods in one group, now the offensive power of my army is out of position. I need to make an exact duplicate move to get to where I need to be, will the AI do it again and not allow me to enter the hex of my choosing?



< Message edited by SqzMyLemon -- 2/15/2017 1:11:23 AM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 583
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/15/2017 9:16:59 AM   
Itdepends

 

Posts: 937
Joined: 12/12/2005
Status: offline
Sorry but what you are asking for makes no sense, have the AI not pick the optimum rote for troop movement? Do you want to plot the movement for a unit ordered to move frm Bombay to Calcutta hex by hex?

I completely agree that this is a problem if you asked the units to move only one hex, they should take the most direct route,or at least not changed it part way (which it sounds like they did, I assume you checked the individual units the previous turn and their march direction as indicated on the unit page matches your expectation.)

If however you had the units selected to move more than one hex then it iis not the game engine at fault.

(in reply to SqzMyLemon)
Post #: 584
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/15/2017 3:09:22 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
Obviously, I was not talking about strategic, rail or move mode from Bombay to Calcutta to site your example, which the game handles well.

When it comes to the tactical level of a single hex movement the game design often fails. Another problem is the fact the game shows every indication of the proper movement via ticks, direction and distance travelled, then moves a force into a completely different hex. Considering the importance of hex side control in this game, being unable to perform a single hex move is inexcusable.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Itdepends)
Post #: 585
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/15/2017 4:26:04 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
We are going to redo the last turn to give me an opportunity to change the move mode to see if that resolves the issue. I don't think it will, but it is worth a try. The turn was quiet with no combat whatsoever so nothing else will be affected.

I think my movement is pooched and that will change what I was attempting to do. Since I can't use maneuver to gain an advantage, I'm afraid it will resort to my big stack taking on his big stack.

This might have just killed any chance I had in Burma to gain a tactical advantage and isolate a large Japanese force at Taung Gyi.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 586
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/16/2017 3:17:07 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
I sent two turns to Erik last night in an effort to get all my units to move into the proper hex. The first effort simply changed units from reserve mode to combat mode while still ordered to follow the Australian 9th Division. The second turn, I changed the movement mode to combat for all units and selected the destination hex individually for each. This removed the follow command for each unit, and each LCU was still listed as 44/45 towards the destination hex. Each unit is now listed as 'direct' movement to the destination hex, so maybe it will work. I just hope I remembered to stand all my aircraft down, as I rushed to complete the turn.

Regardless of what happens with my Burma force, Allied operations are afoot.

The large re-supply taskforce has departed for Ponape, escorted by all my carriers. I am taking no chances and yes it is overkill, but I don't care . There's another reason I want to show my fleet, it's about to redeploy and support operations to liberate Perth and area. I need to open up a few more avenues of approach to the Japanese perimeter. I'd like to try and draw Erik's attention towards the DEI and Java.

If my Burma movement is pooched, I may continue to posture and draw Japanese strength to the theatre and then withdraw the Australian Divisions to be deployed elsewhere. I've almost given up on accomplishing anything in Burma, so it will simply become a massive diversion to tie down enemy troops and aircraft.




< Message edited by SqzMyLemon -- 2/16/2017 3:20:05 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 587
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/16/2017 4:11:45 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
Now that it's listed as "direct", you might be good... Yeah, that was going to be my suggestion if changing the movement mode didn't work: go into each unit and individually order them to go into the hex in whatever mode you want. So long as you choose the same destination, you don't lose the movement progress.

(in reply to SqzMyLemon)
Post #: 588
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/16/2017 9:44:47 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
Just got a reply from Erik. It seems the second option worked. All my units arrived in the destination hex.

I'll know what to do next time and shouldn't run across this issue again, as I still like to use the follow command when moving large groups of units so they all arrive together.

I asked to resend the turn to Erik as I rushed through it to complete it, and left out 40% of what I had actually originally done in the first turn. It will depend on Erik. If he doesn't mind, we'll have one more day delay to allow me to resend or I'll if he does, I'll receive a new turn tonight.

I'm just relieved the fix worked and it doesn't upset my overall plan for Burma.

< Message edited by SqzMyLemon -- 2/16/2017 9:46:07 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lokasenna)
Post #: 589
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/17/2017 3:27:55 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
Moving forward once again.

Nothing to report from last turn.

The Allied Army in Burma begins its movement to the hex southwest of Taung Gyi. I've set movement ticks in four directions to try and confuse Erik. However, I don't think it will do much and he'll surmise I'm heading for Toungoo or Taung Gyi. I've ordered three other LCU's to move into each of the two hexes southwest of Taung Gyi, so this will also give my ultimate goal away as well. I need to open up additional hex sides to allow my forces to withdraw if the defence proves too strong. It will come down to how much he reinforces the destination hex. There are currently three Japanese LCU's in the target hex with roughly 10k troops. I may leave 2k AV in the hex northeast of Toungoo, which would leave 6600 AV to clear my target hex.

Elsewhere, the supply task force continues to move to Ponape. It should be picked up by Japanese air search tomorrow or the day after. Again the mission is to drop off supply and pick up the U.S. 98th Division for redeployment.

Allied air has rested for two days. I'll begin offensive sweep missions again next turn.

I'm short of recon squadrons, but I've redirected F-5A's to Groote. Active recon of Darwin to assess the enemy fighter strength will begin. I'm worried about a carrier raid against Groote today, as there are a lot of transports currently unloading at the base. I try to stagger the task forces, but didn't prevent the current back log.

< Message edited by SqzMyLemon -- 2/17/2017 3:29:04 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 590
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/17/2017 4:10:20 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
I've been reading Jocke's AAR against Erik to see how that game progressed. I'm at the same state as Jocke was at one point. Every obstacle seems insurmountable and there's a real sense of futility right now. I also notice that Jocke didn't like the 8 hex strike feature either.

I'm preparing for my big moves, but in the meantime I'm just going to try and hit the Japanese where they are not in strength. There are lots of areas on the map I can start to clean up starting with Western Australia. I'll continue to mop up the Gilbert Islands then move into the Marshall's. I'm not going to rush into anything. If Erik has all his CV's he actually holds carrier superiority, I'm not counting the CVE's on my side because they are so brittle and slow. I still have to be extremely careful with my carriers.

I'm off to continue Jocke's AAR, I think I'm on page 23 or something now.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 591
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/17/2017 4:45:05 PM   
Lokasenna


Posts: 9297
Joined: 3/3/2012
From: Iowan in MD/DC
Status: offline
I get that the 8 hex thing can be awful, but it really isn't that bad. I'm going to preach a little here, so brace yourselves...

Just plan for it. Allied players should all know it exists. Either decide to have a carrier battle, or don't. You have to choose what your forces are doing - are you going to cover the beach and your ships? If so, then forget all about retaliating in a carrier battle. Until 1945 you don't have the CV numbers to do both "just in case." Or are you going to give up on covering the landing (and therefore maybe need to retreat with them) in favor of engaging KB? If that's the case, then you should always be within your own strike range. Unless your opponent doesn't intend there to be a battle, or gets lucky, or somehow correctly guesses that you are going to sail away from your beach zone and directly at him, he probably isn't going to get an 8-hex strike. For example, you give up on covering the landings really hard and presumably you know which vector KB is going to come from at least, so you move 3 or 5 hexes beyond your beach towards KB to eliminate all doubt. That's really what it's about - eliminating the doubts that you can control.

End sermon.

(in reply to SqzMyLemon)
Post #: 592
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/17/2017 5:09:27 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
No worries. I was just pointing out I'm not the only one that had a problem with it.

Sermon is fine and everything I've decided to do moving forward takes into account the chance of it occurring. If I seek battle with KB, I'll be sailing right for it and not try to get cute. Regardless of how one feels about the feature...it has to be taken into account for good or bad. I've decided in this game I won't give Erik a third free shot at my carriers. I will be strong enough to shred his air wing or I won't engage at all. The counter to the eight hex strike is the deathstar and that's the way it's going to be. If I have to wait until carrier superiority to nullify his tactical advantage...I will do just that. It's all good on my end. I had my hissy fit about the feature, now I'll do what the game allows me to do to counter it.

_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lokasenna)
Post #: 593
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/20/2017 10:23:06 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
A number of small Allied successes over the last few turns.

July 5/44:

The resupply task force bound for Ponape is spotted, still two days from its destination. Erik moved Jakes to Kusaie in an effort to bag some transports, instead they get shredded by my carrier CAP. Fourteen Jakes are shot down for no loss. However, I decided to turn back the resupply effort. I'm going to deal with Kusaie Island first. It provides way too much early warning for Erik. We suffered a synch error during this turn, and I was unaware of this attack until I saw the intelligence report indicating the Jake losses. That is another reason I decided to turn back, just a bad vibe. Ponape can wait.

July 6/44:

I'd spotted Japanese fighters based at Saumlaki, but only 16 aircraft present. I sent in a P-38 sweep based from Gove. It was ugly for the Tony's. If I get the bounce against a low CAP with no radar, good things happen. AAR follows:

--------------------------------------------------------------------------------
Morning Air attack on Saumlaki , at 78,117

Weather in hex: Heavy rain

Raid spotted at 11 NM, estimated altitude 35,000 feet.
Estimated time to target is 2 minutes

Japanese aircraft
Ki-100-I Tony x 16

Allied aircraft
P-38J Lightning x 19

Japanese aircraft losses
Ki-100-I Tony: 5 destroyed

No Allied losses

Aircraft Attacking:
5 x P-38J Lightning sweeping at 31000 feet

CAP engaged:
23rd I.F.Chutai with Ki-100-I Tony (0 airborne, 9 on standby, 3 scrambling)
4 plane(s) not yet engaged, 0 being recalled, 0 out of immediate contact.
Group patrol altitude is 12000
Time for all group planes to reach interception is 27 minutes

--------------------------------------------------------------------------------
Morning Air attack on Saumlaki , at 78,117

Weather in hex: Heavy rain

Raid spotted at 32 NM, estimated altitude 33,000 feet.
Estimated time to target is 7 minutes

Japanese aircraft
Ki-100-I Tony x 2

Allied aircraft
P-38J Lightning x 20

Japanese aircraft losses
Ki-100-I Tony: 1 destroyed

No Allied losses

Aircraft Attacking:
3 x P-38J Lightning sweeping at 31000 feet

CAP engaged:
23rd I.F.Chutai with Ki-100-I Tony (0 airborne, 0 on standby, 2 scrambling)
Group patrol altitude is 12000 , scrambling fighters to 16000.
Time for all group planes to reach interception is 4 minutes

A U.S. submarine also sinks a small xAKL near Sarmi.

July 7/44:

A little background prior to today's events. On July 5th, Allied recon spotted a Japanese SCTF consisting of CLs and DDs at Timoeka. However, when I was able to view and enter my orders for the turn, there was no TF symbol at the dot base. Erik tries a sneaky move here and disbands the task force in a zero level port. On the 6th, I order recon, sweeps and naval bombers, based out of Merauke, to target Timoeka's port, but unfortunately nothing flies due to weather. I hit pay dirt on the 7th though. AAR's follow:

--------------------------------------------------------------------------------
Morning Air attack on Timoeka , at 86,116

Weather in hex: Clear sky

Raid spotted at 18 NM, estimated altitude 14,000 feet.
Estimated time to target is 4 minutes

Allied aircraft
B-25D1 Mitchell x 17
P-38J Lightning x 12

No Allied losses

Japanese Ships
CL Naka, Bomb hits 2
CL Jintsu, Bomb hits 2, on fire

Port hits 2
Port supply hits 2

Aircraft Attacking:
14 x B-25D1 Mitchell bombing from 10000 feet
Port Attack: 6 x 500 lb GP Bomb
3 x B-25D1 Mitchell bombing from 10000 feet
Port Attack: 6 x 500 lb GP Bomb

--------------------------------------------------------------------------------
Morning Air attack on Timoeka , at 86,116

Weather in hex: Clear sky

Raid spotted at 14 NM, estimated altitude 13,000 feet.
Estimated time to target is 3 minutes

Allied aircraft
B-25D1 Mitchell x 11

No Allied losses

Japanese Ships
CL Sendai, Bomb hits 3, heavy fires

Port hits 1

Aircraft Attacking:
11 x B-25D1 Mitchell bombing from 10000 feet
Port Attack: 6 x 500 lb GP Bomb

Two ships remain disbanded in port. I expect there to be heavy CAP over Timoeka today, so I stand down my air force. I'll sweep tomorrow after resting a day.

I get unlucky/lucky during the next air action. I sent in three Fletchers to hit Japanese MTBs patrolling near Hollandia, but things get SNAFU'd. The DDs miss the MTBs and fail to exit the danger zone despite a full speed run. During the afternoon air phase they are attacked by Judy DBs based at Biak. AAR follows:

--------------------------------------------------------------------------------
Afternoon Air attack on TF, near Hollandia at 94,116

Weather in hex: Clear sky

Raid detected at 37 NM, estimated altitude 14,000 feet.
Estimated time to target is 12 minutes

Japanese aircraft
D4Y3 Judy x 19
Ki-43-IIIa Oscar x 49

Japanese aircraft losses
D4Y3 Judy: 14 damaged
D4Y3 Judy: 1 destroyed by flak

Allied Ships
DD Terry
DD Robinson
DD Heermann

Aircraft Attacking:
12 x D4Y3 Judy releasing from 2000'
Naval Attack: 1 x 500 kg SAP Bomb
4 x D4Y3 Judy releasing from 3000'
Naval Attack: 1 x 500 kg SAP Bomb
2 x D4Y3 Judy releasing from 1000'
Naval Attack: 1 x 500 kg SAP Bomb

Three DBs are shot down or Ops losses.

Nothing to brag about, but I'm starting to chip away at things here. Spotting and figuring out what Erik did with his SCTF, must have come as a surprise to him. I'll continue to try and win these small tactical engagements wherever I can.

There is more Japanese movement in Burma as Erik tries to defend against a number of possible moves. I'll continue to monitor the defence and if my target hex remains lightly defended, I'll carry out my plans. I'll be able to bail anytime and will do so if warranted. The hex between Prome and Toungoo has seen a number of defending LCU's pull out to reinforce other areas. I could reverse my movement and hit the hex if I deem it to be weak enough. Where I ultimately move against depends on what Erik does. I need to break the stalemate here. Once an opening occurs, I hope to be able to apply greater pressure and open up more avenues of advance. If Erik doesn't withdraw from Taung Gyi, I may be able to chop up a number of Japanese forces in detail.

< Message edited by SqzMyLemon -- 2/20/2017 11:50:36 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 594
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/20/2017 11:45:14 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
July 8/44:

In Burma, portions of the Japanese force at Taung Gyi are withdrawing. Too early to tell if Erik is abandoning the base completely or just shifting his defence to block my moves. I don't think he'll abandon the base completely and he'll make me fight for it, even if just against a rearguard. I have 2300 AV contesting the base. The blue circle labeled 1 is the current destination for my main army. The blue circle labeled 2 is where I will move to, and attack from, if Taung Gyi is abandoned. I'll wait until the Japanese moves are complete, before I change any of my dispositions. The next few days should make things clear.




Attachment (1)

< Message edited by SqzMyLemon -- 2/20/2017 11:47:49 PM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 595
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/21/2017 3:00:33 AM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline
Next time you post in Burma, hit the w key so we can see hexside control.

Very strange deployments in Burma to me...and at least for me unpredictable. Good luck.

(in reply to SqzMyLemon)
Post #: 596
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/21/2017 4:03:46 AM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lowpe

Next time you post in Burma, hit the w key so we can see hexside control.

Very strange deployments in Burma to me...and at least for me unpredictable. Good luck.


My deployments strange? The premise of my recent moves was to take advantage of having 5 of 6 hex sides closed at Taung Gyi. With interior lines of communication, Erik can shift faster than I can, and I missed my first chance to exploit the gap between Prome and Toungoo when it was relatively weak. I had no choice though as the lack of supply and needing TOE upgrades for my armour and most of my infantry meant a substantial delay. It has been a struggle to get enough supply into the theatre, and just recently supply has improved even more from base expansions. I'm just now able to get TOE upgrades directly at Meiktila, which is a big deal. I mentioned some time ago I was going to try and eliminate the threat of Taung Gyi from my flank, so I could finally move in Burma. The problem with my dispositions, as I see it, is the fact I can't push on a wide front. The only option I have is to mass and try to open things up, either by fighting or the threat of isolation. If I split my AV, Erik can easily mass enough along his front to stop me cold, what with the terrain and forts I'd never get through. This way, if I can isolate or capture Taung Gyi. I can open up a number of possibilities to advance to Prome, Toungoo, try a flanking maneuver towards Chiang Mai, or even withdraw enough troops to threaten a coastal landing somewhere. This is about breaking the stalemate and it's been a long time in the making. It took months to withdraw enough armour units to upgrade to Sherman tanks, not to mention Indian divisions to get 1943 and 1944 TOEs.

If you find it unpredictable, then I hope Erik does too. I needed to do something to open things up and I used movement ticks to do it. Well, that and the threat of almost 12k Allied AV moving to isolate Taung Gyi.

Not over yet though, Erik just closed one of the hex sides I was hoping to open (two hexes southwest of Taung Gyi) and if he isn't withdrawing, I'll have to come up with plan B.




Attachment (1)

< Message edited by SqzMyLemon -- 2/21/2017 4:05:15 AM >


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 597
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/21/2017 12:24:40 PM   
Lowpe


Posts: 22133
Joined: 2/25/2013
Status: offline
Thanks for the pic.

Is it monsoon season now there?

(in reply to SqzMyLemon)
Post #: 598
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/21/2017 3:39:46 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
quote:

ORIGINAL: Lowpe

Is it monsoon season now there?


No clue. I can never remember when monsoon is.


_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to Lowpe)
Post #: 599
RE: A pick up game and it's not Lowpe! Sqz (A) vs. obve... - 2/21/2017 9:16:25 PM   
SqzMyLemon


Posts: 4239
Joined: 10/30/2009
From: Alberta, Canada
Status: offline
I just received the turn back from Erik, but I can't run if for a few hours yet. With our recent synch error, Erik's kindly been providing the combat report in his e-mails. Looking at the report and the results of my artillery bombardment, I can declare that Taung Gyi has been abandoned!

What a relief. This changes a lot in Burma. I will now consolidate Taung Gyi (I should get the forts intact, hopefully level 6!) and shift the bulk of my offensive power back to advance on the hex between Prome and Toungoo. The immediate goal being the capture of Prome and improving the supply situation. Now I only fight in x2 or clear terrain all the way to Rangoon.

Another benefit is I can swap out my large, but relatively ineffective unrestricted Chinese forces, and use them to garrison Taung Gyi. Two British and three Indian division can redeploy, and more importantly upgrade their TOEs. That will add 2300 AV of 1944 firepower.

Now I can attack knowing my flank is secure. Now I can attack with supply. Now I can attack and eventually liberate Rangoon.



_____________________________

Luck is the residue of design - John Milton

Don't mistake lack of talent for genius - Peter Steele (Type O Negative)

(in reply to SqzMyLemon)
Post #: 600
Page:   <<   < prev  18 19 [20] 21 22   next >   >>
All Forums >> [New Releases from Matrix Games] >> War in the Pacific: Admiral's Edition >> After Action Reports >> RE: A pick up game and it's not Lowpe! Sqz (A) vs. obvert (J) Page: <<   < prev  18 19 [20] 21 22   next >   >>
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

4.625